source: src/django_gheat/gheat/pygame_.py@ 9053

Last change on this file since 9053 was 9006, checked in by dennisw, 14 years ago

django_gheat - versie van gheat die gebruik maakt van django framework, ondersteunt SQL connecties in tegenstelling tot gheat dat gebruik maakt van sqlite

File size: 4.7 KB
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1import os
2
3import numpy
4import pygame
5from gheat import SIZE, base
6
7
8WHITE = (255, 255, 255)
9
10
11# Needed for colors
12# =================
13#
14# http://www.pygame.org/wiki/HeadlessNoWindowsNeeded
15#
16# Beyond what is said there, also set the color depth to 32 bits.
17
18os.environ['SDL_VIDEODRIVER'] = 'dummy'
19pygame.display.init()
20pygame.display.set_mode((1,1), 0, 32)
21
22
23class ColorScheme(base.ColorScheme):
24
25 def hook_set(self, fspath):
26 colors = pygame.image.load(fspath)
27 self.colors = colors = colors.convert_alpha()
28 self.color_map = pygame.surfarray.pixels3d(colors)[0]
29 self.alpha_map = pygame.surfarray.pixels_alpha(colors)[0]
30
31 def hook_build_empty(self, opacity, fspath):
32 tile = pygame.Surface((SIZE,SIZE), pygame.SRCALPHA, 32)
33 tile.fill(self.color_map[255])
34 tile.convert_alpha()
35
36 (conf, pixel) = opacity, self.alpha_map[255]
37 opacity = int(( (conf/255.0) # from configuration
38 * (pixel/255.0) # from per-pixel alpha
39 ) * 255)
40
41 pygame.surfarray.pixels_alpha(tile)[:,:] = opacity
42 pygame.image.save(tile, fspath)
43
44
45class Dot(base.Dot):
46 def hook_get(self, fspath):
47 img = pygame.image.load(fspath)
48 half_size = img.get_size()[0] / 2
49 return img, half_size
50
51
52class Tile(base.Tile):
53
54 def hook_rebuild(self, points):
55 """Given a list of points, save a tile.
56
57 This uses the Pygame backend.
58
59 Good surfarray tutorial (old but still applies):
60
61 http://www.pygame.org/docs/tut/surfarray/SurfarrayIntro.html
62
63 Split out to give us better profiling granularity.
64
65 """
66 tile = self._start()
67 tile = self._add_points(tile, points)
68 tile = self._trim(tile)
69 tile = self._colorize(tile)
70 return tile
71
72
73 def _start(self):
74 tile = pygame.Surface(self.expanded_size, 0, 32)
75 tile.fill(WHITE)
76 return tile
77 #@ why do we get green after this step?
78
79
80 def _add_points(self, tile, points):
81 for dest in points:
82 tile.blit(self.dot, dest, None, pygame.BLEND_MULT)
83 return tile
84
85
86 def _trim(self, tile):
87 tile = tile.subsurface(self.pad, self.pad, SIZE, SIZE).copy()
88 #@ pygame.transform.chop says this or blit; this is plenty fast
89 return tile
90
91
92 def _colorize(self, tile):
93
94 # Invert/colorize
95 # ===============
96 # The way this works is that we loop through all pixels in the image,
97 # and set their color and their transparency based on an index image.
98 # The index image can be as wide as we want; we only look at the first
99 # column of pixels. This first column is considered a mapping of 256
100 # gray-scale intensity values to color/alpha.
101
102 # Optimized: I had the alpha computation in a separate function because
103 # I'm also using it above in ColorScheme (cause I couldn't get set_alpha
104 # working). The inner loop runs 65536 times, and just moving the
105 # computation out of a function and inline into the loop sped things up
106 # about 50%. It sped it up another 50% to cache the values, since each
107 # of the 65536 variables only ever takes one of 256 values. Not super
108 # fast still, but more reasonable (1.5 seconds instead of 12).
109 #
110 # I would expect that precomputing the dictionary at start-up time
111 # should give us another boost, but it slowed us down again. Maybe
112 # since with precomputation we have to calculate more than we use, the
113 # size of the dictionary made a difference? Worth exploring ...
114
115 _computed_opacities = dict()
116
117 tile = tile.convert_alpha(self.color_scheme.colors)
118 tile.lock()
119 pix = pygame.surfarray.pixels3d(tile)
120 alp = pygame.surfarray.pixels_alpha(tile)
121 for x in range(SIZE):
122 for y in range(SIZE):
123 key = pix[x,y,0]
124
125 conf, pixel = self.opacity, self.color_scheme.alpha_map[key]
126 if (conf, pixel) not in _computed_opacities:
127 opacity = int(( (conf/255.0) # from configuration
128 * (pixel/255.0) # from per-pixel alpha
129 ) * 255)
130 _computed_opacities[(conf, pixel)] = opacity
131
132 pix[x,y] = self.color_scheme.color_map[key]
133 alp[x,y] = _computed_opacities[(conf, pixel)]
134
135 tile.unlock()
136
137 return tile
138
139
140 def save(self):
141 pygame.image.save(self.img, self.fspath)
142
143
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